Event Information

Expect what you can. Make it up the rest of the way.

Timeline at a Glance

  • Friday 6pm - Check in and Setup

  • Friday 9pm - Opening Announcements

  • Friday 9:30pm - New Player Orientation

  • Friday 10:00pm - Game Start

  • Sunday 12:00pm - Game End

Scroll for:

  1. Timeline

  2. Facility Info

  3. Zones of Play


Timeline

Friday 6pm-8pm - Check In and Setup

Players may begin to arrive on site starting at 6pm on Friday. Guides may begin arriving at 5pm to help with game space setup before player arrival.

Mask Policy: We require a face mask (such as N95 or KN95) to be worn by all players while indoors. We also recommend bringing several extras for the weekend.

Friday 9pm - Opening Announcements

All players gather near Fogle Hall (In Game known as, Town Hall) at 9pm for opening announcements.

Friday 9:30pm - New Player Orientation

After announcements, we host a 15-30 minute demonstration for new players and answer any questions before leading an introductory module to bring the new characters into town.

Friday 10:00pm - Game On!

All cars need to be in the parking lot before Game On occurs. You will be living, eating, and trying to survive as your character for the weekend unless in an explicitly Out of Character (OOC) space.

Sunday 12:00 pm - check out and clean up

We all meet back at Fogle Hall (Town Hall) and then spread out to clean up the camp. Once your assigned communal space is cleaned, you will then be sent to clean up your personal space and can then leave.

important game times

quiet hours

Quiet hours begin at 10pm both nights.

Our site has neighbors. Sound can carry across the lake, especially in winter. The Camp Ranger also lives on site. Exceptions may apply in certain areas of the site, or on certain modules, but will always be stated as such by the Guide running the mod.

You must speak in a reasonably soft voice after 10pm.

Logistics and Ops

Both the Public Works (Logistics) and NPC (Ops) areas will close at 2am, and reopen at 8am. If you are arriving after 2am, please see us immediately in the morning to get Checked In.


Facility Info

Our facility is located at Camp Sinawa and features many amenities which facilitate our post-apocalyptic experience. A map with designated locations will be available at Logistics (“Public Works”) in Fogle Hall (“Town Hall”). This is the large communal hall that you will see first when you enter the site.

Lodging

Tent Camping

Tents are allowed only within designated areas. Please be considerate of other tent campers with regards to guy lines, tent space, etc. Guy lines or tent stakes should be clearly marked to prevent tripping in the dark of night. Tents will be considered Out of Character Areas, but please be mindful of having any OOC conversation that may impact nearby players who are still In Character. RVs are only allowed with advanced permission and will be assigned a designated setup location. Electricity, Water, and Sewer hookups are not available. We prefer that RVs try to appear fitting for the post-apocalyptic genre, even if it is only a temporary covering.

Cabins

We have multiple heated cabins with electricity. Many cabins sleep 4-6 individuals at a time. Cabins will be available on a first-come, first-serve basis. There will be no charge with either in-game money, nor real-world money, for their use. Some cabins are reserved for game use: The Pine River Sportsmen and Whitetail cabins are not available for players to sleep in.

Sleeping spaces are, by default, Out of Character spaces. If the inhabitants of a particular cabin wish to Opt In and have their cabin be In Character space, they may choose to do so by unanimous consent. In Character cabins should be marked with a green bandana tied around the doorknob.

We ask that all players leave the 4 Squirrel cabins (closest to the parking lot) for any late arrivals or individuals needing specific accommodations.

Never use tape on the doors of any building. Please use magnets or some other method when hanging signs.

Amenities

Our camp facilities include:

  • 2 Kitchens

  • Many picnic tables

  • Showers and restrooms

  • Campfire rings

Parking

All vehicles are required to be parked in the main parking lot for the weekend. Vehicles may not be parked on the grass, even for unloading.

Loading and Unloading

Vehicles may be brought past the gate for brief loading and unloading purposes, during Setup and Cleanup. Please (un)load your vehicle quickly and move it to the main parking lot as soon as you can! There is limited parking space near the cabins, and others will be waiting to do the same. All vehicles must be at the parking lot before Game On (at 10pm on Friday), and will not be allowed into the Game Space until after Closing Announcements (Noon on Sunday) have concluded.

Attendees who are arriving after Game On will need to haul their belongings from the parking lot. We encourage our players to leave the 4 Squirrel cabins (closest to the parking lot) available for any late-comers, but we cannot guarantee or reserve cabin space.

Recreational Vehicles and Campers
Vehicles modified to fit the post-apocalypse genre aesthetic, such as some RVs, may be allowed to be parked in the game space with approval via email at least 72 hours in advance of the Event. Vehicle owners must have their own insurance and assume the sole risk of their property being damaged during the course of the Event. Any such approved vehicles must remain stationary and may not be moved during the Event.


Zones of Play

Zones of Play allow for focused Roleplay and the usage of related mechanics within a related area. The following is a list of such found at our game. The OOC locations of Zones of Play may shift month to month, and will be announced at each Opening Announcements.

Wasteland (Character vs Character Conflict)

The entire game space is considered what is known as Wasteland. Characters do not need to ask Out of Character permission ahead of time to engage in conflict with other Characters. Characters who engage in lethal CvC, thereby killing another Player Character, will be subject to an audit of their character sheet.

It is highly recommended that players who engage in CvC conflict check in with their fellow players before and after. A Guide, preferably one who does not play a character closely associated with either participant, may also be requested to help adjucate the conflict.

Engaging in CvC conflict is never an excuse to be awful to, grief, or otherwise harass a fellow player.

Morgue

The Morgue is where your dead character reenters the world of the living, should they still have enough Infection to bring them back. The Morgue is usually located at the Whitetail cabin.

Artisan

The Artizan Zone is located at the Dormitory building, known In Character as the “Hostel.” The Dormitory kitchen, front porch, and side porches all count as this Zone. Due to the confines of the space, we use our Non-Combatant rules for combat while inside the building.

Culinary

The Culinary Zone is located in the kitchen of Fogle Hall, known In Character as the “Town Hall.” Please note that we use our Non-Combatant rules for combat while in the kitchen, due to the prevalence of sharp knives and gas stoves.

Agriculture

The Agriculture Zone changes from month to month, simulating the concept of rotating crop fields. The Agriculture Zone may have optional tasks that can be done while in them that help improve and give back to our camp. These tasks, and the location of the Zone, will be announced each month at Opening Announcements.

Public Works via Proxy

Our camp can sometimes involve a fair amount of physical activity involving walking, hills, and/or stairs. For our crafting Zones, such as Artisan, Culinary, and Agriculture, we are offering a proxy system for those who may have short or long term difficulties making the walk to Public Works to get your Item Cards. Instead of taking the walk yourself, you may instead send your character sheet, Resource Cards, and the Blueprint (if necessary) with an In-Character proxy to take the walk for you.

Should the proxy be unfortunately waylaid or distracted and not return within 10 minutes, you may then begin a second crafting job using the same Development Skill. This second job may not be turned into Public Works without the necessary character sheet and other resources. In the event that your proxy died along the way, a Guide will return your character sheet and any necessary Item cards as soon as reasonably possible.

We will maintain a sign-up sheet with time slots near Public Works for those Players who wish to volunteer as proxies. It is our hope that this extra layer of communication will enable crafters who might wish or need to partake of the proxy system to coordinate with those volunteering. From time to time, we may also announce a secondary Public Works for limited hours, as well as occasionally providing NPCs who can act as proxies as well and help pass the crafting time with conversation.

If you have specific needs that might require accommodations outside of this policy, please Contact Us to discuss what that might be.